private void LoadBundle()
 {
     try
     {
         if (this.Loader.DoneLoadBundle())
         {
             this._destObj = this.Loader.InstantiateFromLoad(false, null);
             if (this._destObj == null)
             {
                 this.DestroyByNull("_destObj");
             }
             else
             {
                 this._destObj.name = this._destObj.name.Replace("(Clone)", string.Empty);
                 this._sequencer    = this._destObj.GetComponentInChildren <USSequencer>();
                 if (this._sequencer == null)
                 {
                     UnityEngine.Object.DestroyImmediate(this._destObj);
                     this.DestroyByNull("_sequencer");
                 }
                 else
                 {
                     this.sequenceProgress = UsequenceController.LoadProgress.BUNDLE_EDIT;
                 }
             }
         }
     }
     catch (Exception arg)
     {
         this.Loader.Dispose(true);
         Debug.Log("로드 오브젝트 처리 실패: " + arg);
     }
 }
        private void Update()
        {
            switch (this.sequenceProgress)
            {
            case UsequenceController.LoadProgress.BUNDLE_LOAD:
                this.LoadBundle();
                break;

            case UsequenceController.LoadProgress.BUNDLE_EDIT:
                if (this.IsDoneEdit())
                {
                    if (this.skip)
                    {
                        this.sequenceProgress = UsequenceController.LoadProgress.END_PLAY;
                        return;
                    }
                    this._sequencer.Play();
                    this.sequenceProgress = UsequenceController.LoadProgress.PLAY;
                }
                break;

            case UsequenceController.LoadProgress.PLAY:
                if (this.skip)
                {
                    this.sequenceProgress = UsequenceController.LoadProgress.END_PLAY;
                    return;
                }
                if (!this.IsPlaying())
                {
                    this.sequenceProgress = UsequenceController.LoadProgress.END_PLAY;
                }
                break;

            case UsequenceController.LoadProgress.END_PLAY:
                this.Dispose();
                break;
            }
        }